/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/

#ifndef PM_SHARED_H
#define PM_SHARED_H

void PM_Init( struct playermove_s *ppmove );
void PM_Move( struct playermove_s *ppmove, int server );
char PM_FindTextureType( char *name );

// Spectator Movement modes (stored in pev->iuser1, so the physics code can get at them)
#define OBS_NONE			0
#define OBS_CHASE_LOCKED		1
#define OBS_CHASE_FREE		2
#define OBS_ROAMING			3		
#define OBS_IN_EYE			4
#define OBS_MAP_FREE		5
#define OBS_MAP_CHASE		6

#endif//PM_SHARED_H